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Author Topic: Stuff I'd love to see in XPiratez!  (Read 311910 times)

Offline shinr

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Re: Stuff I'd love to see in XPiratez!
« Reply #990 on: February 09, 2024, 06:24:51 pm »
since xpiratez takes lots of inspiration form anime,  how about something from "akira" movie and
 "porco rosso" (the plot sees pirates and dogfighting so it might fit well) or some other work from Hayao Miyazaki  8)

You better point out specific things from those IPs you want/think will fit in X-Piratez, otherwise such general suggestions will get ignored from being too broad.

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #991 on: February 10, 2024, 02:52:10 am »
You better point out specific things from those IPs you want/think will fit in X-Piratez, otherwise such general suggestions will get ignored from being too broad.

Well these are only raw ideas to develop/adapt that Dioxine and the community might like or not; for example a mission, an unit, a craft, a vehicle, a tech, an armor/outfit, an item, a weapon to add which is inspired by a certain work, i know from time tend to overload this thread,but i surely won't tear my clothes up in despair if things i wrote are not liked and implemented  :)

Another couple of ideas:

1) add a couple of seaplanes with features similar to necroplanes but can be only used in missions involving assaultin large ships; migh be ysed the tftd maps for this but made broader, maybe?

2) would be nice if would be some chance to seduce cleopatra to get some advantages, like in "centurion: defender if rome" one of the very few games i finished in my past videogame career, if interested guys,see here
« Last Edit: February 12, 2024, 02:31:15 am by ontherun »

Offline shinr

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Re: Stuff I'd love to see in XPiratez!
« Reply #992 on: February 11, 2024, 05:08:25 pm »
So in a fit of nostalgia I was looking at the Cadillac and Dinosaurs sprites, and among the enemies I saw that game's Capcom Chunky Chargerâ„¢ archetype, in three varieties, which gave way to the following:

Anybody thought of touching-up/re-spriting Fat Man and/or Zombie Fatman to the give the bandits a third low-tier, non-city enemy who is slow, but tougher and carries bigger if still crappy guns, to round up the fast-but-weak (Troublemaker)/balanced (Ruffian)/Tough-but-slow trinity?

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #993 on: February 12, 2024, 01:37:52 am »
So in a fit of nostalgia I was looking at the Cadillac and Dinosaurs sprites, and among the enemies I saw that game's Capcom Chunky Chargerâ„¢ archetype, in three varieties, which gave way to the following:

Anybody thought of touching-up/re-spriting Fat Man and/or Zombie Fatman to the give the bandits a third low-tier, non-city enemy who is slow, but tougher and carries bigger if still crappy guns, to round up the fast-but-weak (Troublemaker)/balanced (Ruffian)/Tough-but-slow trinity?

yes, might be interesting! Speaking of enemies a couple of ideas for units:

1)ostlegionen! Would be an humanist soldier with same stats but a different paperdoll, only cosmetic change

2) remove the human commando from the game - catually split it into two new unit:"humanist commando" and "spartan commando" so actually it would be a model for the new ones
« Last Edit: February 12, 2024, 02:35:58 am by ontherun »

Offline shinr

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Re: Stuff I'd love to see in XPiratez!
« Reply #994 on: February 12, 2024, 08:24:51 am »
yes, might be interesting! Speaking of enemies a couple of ideas for units:

1)ostlegionen! Would be an humanist soldier with same stats but a different paperdoll, only cosmetic change

2) remove the human commando from the game - catually split it into two new unit:"humanist commando" and "spartan commando" so actually it would be a model for the new ones

Eh, why?

1) In the context of X-Piratez, a variant of a Bugeye as a meat shield/suicide bomber would make more sense;

2) Why do they need to be removed, especially if several factions will be robbed of their "generic" elite option? You could still have the "generic" Human Commando (Plus their 'peadia article states they are pretty much incompatible with both Humanist and Spartan beliefs) while giving Spartans their own variant, probably a Specialist/Captain of some sorts. Humanists already have their own Stormtroopers, not to mention the Supersoldiers.

Also, when I suggested a Fat Bandit enemy, I did not mean replacing Fat Guy and/or Zombie Fatman, I meant using their sprites as a base for a new enemy.

EDIT: Scratch that, Human Commandos moonlight as Spartan Commandos already according to the offline paedia.
« Last Edit: February 12, 2024, 11:53:45 am by shinr »

Offline ontherun

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Re: Stuff I'd love to see in XPiratez!
« Reply #995 on: February 14, 2024, 01:51:25 pm »
Eh, why?

1) In the context of X-Piratez, a variant of a Bugeye as a meat shield/suicide bomber would make more sense;

2) Why do they need to be removed, especially if several factions will be robbed of their "generic" elite option? You could still have the "generic" Human Commando (Plus their 'peadia article states they are pretty much incompatible with both Humanist and Spartan beliefs) while giving Spartans their own variant, probably a Specialist/Captain of some sorts. Humanists already have their own Stormtroopers, not to mention the Supersoldiers.

just sayin' :) but if the one-for-rule-em-all way is preferred, ok ;)

Also, when I suggested a Fat Bandit enemy, I did not mean replacing Fat Guy and/or Zombie Fatman, I meant using their sprites as a base for a new enemy.

yep i meant i agree with that!

Would also be nice if each vcountry might give a specific weapon, maybe later on unlockable in the black market, for example an assegai for the jidden exanse, and so on; amd pheraphs some references to a thing called nwo, an historycal fact that gals might stumble upon? And also something called FIFA world cup, an ancient sport that was before the gravball...or even "hot fuzz" if you guys like (british) comedy..

Just found a pirate channel on youtube: the pirates port! I'd add some privateer elements, maybe an outfit fo some sort or lore info. And how about a tavor 12?

Offline Ruberto

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Re: Stuff I'd love to see in XPiratez!
« Reply #996 on: February 19, 2024, 10:39:20 am »
It would be a massive quolity of life improvement if, when base is attaked (often by surprise), the game first went to "armour screen", where you asssign armor  (and patient suits) to relevant gals. (and when you click "done" it would go to arming screen)
Being caught with you armour off really sucks.

Offline Solarius Scorch

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Re: Stuff I'd love to see in XPiratez!
« Reply #997 on: February 19, 2024, 04:27:05 pm »
It would be a massive quolity of life improvement if, when base is attaked (often by surprise), the game first went to "armour screen", where you asssign armor  (and patient suits) to relevant gals. (and when you click "done" it would go to arming screen)
Being caught with you armour off really sucks.

Yeah, making this feature while encouraging the player to ignore it would be soooo logical... ;D

Offline RSSwizard

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Re: Stuff I'd love to see in XPiratez!
« Reply #998 on: February 21, 2024, 03:06:48 am »


Spitfire Ammo/Gas
damage: 20 choking just like flintlock gas balls


but also
Did the problem of non-gal flying armours ever get addressed? ie the ability of peasants, soldiers, possibly lokks to be able to use some kind of grav pack? Because if you're running a no-stinkin-gals assault squad somebody better be able to fly just because.

Offline Mathel

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Re: Stuff I'd love to see in XPiratez!
« Reply #999 on: March 04, 2024, 11:01:39 pm »
Lok'Narrs and Gnomes have flying armors.

Nightflyer for Lok'Narr, TAC7-G for Gnomes. Cybermage for Bugeyes.
Neither of these is good protection though.
« Last Edit: March 04, 2024, 11:03:13 pm by Mathel »

Offline John___Doe

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Re: Stuff I'd love to see in XPiratez!
« Reply #1000 on: March 06, 2024, 04:41:00 am »
SS have the skyknight, but its late and requires a specific path with dr x.
Catgirls get flycat, which is very similar to lokks nightflyer.

Offline Psyentific

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Re: Stuff I'd love to see in XPiratez!
« Reply #1001 on: March 08, 2024, 08:23:20 pm »
Spitfire Ammo/Gas
damage: 20 choking just like flintlock gas balls
Spitfire Incendiary would be another good one. It could use the same stats as LACC /WP, just with the spitfire's more accessible spray-n-pray shooting. Something like this would be fantastic for lighting up night maps.

In terms of advanced ammo variants (from Extra Cannon Munitions tech), at first I was thinking an /EP ammo might be fun and interesting, but then I realized there's an even better 'spicy' option. The Spitfire is mostly used by Spartans and sometimes Humanists, so wouldn't it be fun to give them Anti-E511 ammunition? I think that having special anti-mutant ammo for their unique gun would be a very flavourful midgame upgrade for these mundane humans. It would also push the player to use this otherwise fairly niche weapon for its unique capability; anti-hellerium ammo is otherwise only found on the exterminator's autocannon and manufactured ammo.

Offline Fugazza

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Re: Stuff I'd love to see in XPiratez!
« Reply #1002 on: March 08, 2024, 11:08:45 pm »
Maybe it was said before or it can't be done per engine limitations, but.... It would be nice to have idle runts to add some ship repair time reduced.

Edit: Typo
« Last Edit: March 08, 2024, 11:10:28 pm by Fugazza »

Offline shinr

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Re: Stuff I'd love to see in XPiratez!
« Reply #1003 on: March 09, 2024, 07:41:29 am »
Maybe it was said before or it can't be done per engine limitations, but.... It would be nice to have idle runts to add some ship repair time reduced.

Edit: Typo

It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.

Offline Mathel

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Re: Stuff I'd love to see in XPiratez!
« Reply #1004 on: April 08, 2024, 07:38:19 pm »
It would be easier to make some facilities to give passive bonuses to Craft repair times, and probably make it so that there are diminishing returns or that it only uses the highest bonus, and for that same bonus not apply fully to low-hp crafts to prevent instant repairs, for balance purposes.
Such bonus could be added to either hangar, or to base as a whole.
The hangar bonus would cause the craft stored within it to heal X additional HP every hour.
The base-wide bonus would cause all crafts to repair Y times faster.

The bonuses would be applied in that order.
There should be also an option to manually reassign hangars, and a toggle option that would make sure that damaged crafts get reassigned to a hangar that speeds up repairs, provided it isn't already repairing another craft.

I am not really worried about instant repairs. The advanced hangars would be pretty high on the research tree, and by then most craft have plenty of health.
« Last Edit: April 08, 2024, 07:42:56 pm by Mathel »